# UE 5.8 – UnrealBuildTool BuildRules DLLs blocked by Windows Smart App Control (0x800711C7) 

**URL:** <https://forums.unrealengine.com/t/ue-5-8-unrealbuildtool-buildrules-dlls-blocked-by-windows-smart-app-control-0x800711c7/2853431>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [November 10, 2026, 4:36pm UTC](https://forums.unrealengine.com/t/ue-5-8-unrealbuildtool-buildrules-dlls-blocked-by-windows-smart-app-control-0x800711c7/2853431 "2026-11-10T16:36:16Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![mode2x](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mode2x](https://forums.unrealengine.com/u/mode2x)\
**Post date:** [November 10, 2026, 4:36pm UTC](https://forums.unrealengine.com/t/ue-5-8-unrealbuildtool-buildrules-dlls-blocked-by-windows-smart-app-control-0x800711c7/2853431/1 "2026-11-10T16:36:16Z")

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Dear Unreal Engine Community and Epic Games Team,

I am developing a Meta Quest 3 VR application using Unreal Engine 5.8 on Windows.

**Problem**

Windows Smart App Control blocks the unsigned BuildRules DLL assemblies automatically generated by UnrealBuildTool (UBT), preventing the project from compiling.

**Environment**

- Unreal Engine 5.8

- Windows with Smart App Control enabled

- Target: BonieAvatarEditor / Win64 / Development

- Deployment platform: Meta Quest 3 / Android

- Native C++ plugin development for hand and finger tracking

**Reproduction and findings**

We tested two build approaches:

1. Auxiliary EditorHost build:  
`QuestBuild/MotionTest03/EditorHost/Intermediate/Build/BuildRules/EditorHostModuleRules.dll`

2. Standard project build:  
`Intermediate/Build/BuildRules/BonieAvatarModuleRules.dll`

Both builds were blocked while loading their generated rules assemblies, before C++ compilation.

**Error code:** `0x800711C7`

**Windows security events:** 3033, 3077, 3089

**Policy:** `VerifiedAndReputableDesktop`

The generated rules DLLs are unsigned. We have not disabled Smart App Control or modified Windows security policies.

**Questions**

1. Is this a known compatibility issue with Unreal Engine 5.8 and Windows Smart App Control?

2. Is there an officially supported way to compile C++ projects while keeping Smart App Control enabled?

3. Is there a supported signing mechanism for dynamically generated UBT BuildRules assemblies?

4. Is there a fix, patch, or recommended build configuration that avoids this issue?

Relevant UBT logs and Windows event records can be provided upon request.

Thank you for your assistance.
